
    window.onload = async () => {
    const env = {
        serviceUrl: "https://vjmap.com/server/api/v1",
        accessToken: "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJJRCI6MiwiVXNlcm5hbWUiOiJhZG1pbjEiLCJOaWNrTmFtZSI6ImFkbWluMSIsIkF1dGhvcml0eUlkIjoiYWRtaW4iLCJCdWZmZXJUaW1lIjo4NjQwMCwiZXhwIjo0ODEzMjY3NjM3LCJpc3MiOiJ2am1hcCIsIm5iZiI6MTY1OTY2NjYzN30.cDXCH2ElTzU2sQU36SNHWoTYTAc4wEkVIXmBAIzWh6M",
        exampleMapId: "sys_zp",
        assetsPath: "../../assets/",
        ...__env__ // 如果您已私有化部署，需要连接已部署的服务器地址和token，请打开js/env.js,修改里面的参数
    };
    try {
        // 在线效果查看地址: https://vjmap.com/map3d/demo/#/demo/map/threejs/185threeWebglgpgpuBirdsGltf
        // --gpgpu_birds_gltf--
        // 下面代码参考threejs官方示例改写 https://threejs.org/examples/#webgl_gpgpu_birds_gltf
        let svc = new vjmap3d.Service(env.serviceUrl, env.accessToken);
        let app = new vjmap3d.App(svc, {
            container: "map", // 容器id
            scene: {
                defaultLights: false
            },
            stat: { show: true, left: "0" },
            camera: {
                fov: 75,
                near: 1,
                far: 3000,
                position: [0, 0, 350]
            }
        })
        let scene = app.scene, camera = app.camera, renderer = app.renderer;
        
        /* TEXTURE WIDTH FOR SIMULATION */
        const WIDTH = 64;
        const BIRDS = WIDTH * WIDTH;
        
        /* BAKE ANIMATION INTO TEXTURE and CREATE GEOMETRY FROM BASE MODEL */
        const BirdGeometry = new THREE.BufferGeometry();
        let textureAnimation, durationAnimation, birdMesh, materialShader, indicesPerBird;
        
        function nextPowerOf2( n ) {
        
            return Math.pow( 2, Math.ceil( Math.log( n ) / Math.log( 2 ) ) );
        
        }
        
        Math.lerp = function ( value1, value2, amount ) {
        
            amount = Math.max( Math.min( amount, 1 ), 0 );
            return value1 + ( value2 - value1 ) * amount;
        
        };
        let assetsPath = "https://vjmap.com/map3d/resources/three/"
        const gltfs = [ assetsPath + 'models/gltf/Parrot.glb',assetsPath + 'models/gltf/Flamingo.glb' ];
        const colors = [ 0xccFFFF, 0xffdeff ];
        const sizes = [ 0.2, 0.1 ];
        const selectModel = Math.floor( Math.random() * gltfs.length );
        new GLTFLoader().load( gltfs[ selectModel ], function ( gltf ) {
        
            const animations = gltf.animations;
            durationAnimation = Math.round( animations[ 0 ].duration * 60 );
            const birdGeo = gltf.scene.children[ 0 ].geometry;
            const morphAttributes = birdGeo.morphAttributes.position;
            const tHeight = nextPowerOf2( durationAnimation );
            const tWidth = nextPowerOf2( birdGeo.getAttribute( 'position' ).count );
            indicesPerBird = birdGeo.index.count;
            const tData = new Float32Array( 4 * tWidth * tHeight );
        
            for ( let i = 0; i < tWidth; i ++ ) {
        
                for ( let j = 0; j < tHeight; j ++ ) {
        
                    const offset = j * tWidth * 4;
        
                    const curMorph = Math.floor( j / durationAnimation * morphAttributes.length );
                    const nextMorph = ( Math.floor( j / durationAnimation * morphAttributes.length ) + 1 ) % morphAttributes.length;
                    const lerpAmount = j / durationAnimation * morphAttributes.length % 1;
        
                    if ( j < durationAnimation ) {
        
                        let d0, d1;
        
                        d0 = morphAttributes[ curMorph ].array[ i * 3 ];
                        d1 = morphAttributes[ nextMorph ].array[ i * 3 ];
        
                        if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 ] = Math.lerp( d0, d1, lerpAmount );
        
                        d0 = morphAttributes[ curMorph ].array[ i * 3 + 1 ];
                        d1 = morphAttributes[ nextMorph ].array[ i * 3 + 1 ];
        
                        if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 1 ] = Math.lerp( d0, d1, lerpAmount );
        
                        d0 = morphAttributes[ curMorph ].array[ i * 3 + 2 ];
                        d1 = morphAttributes[ nextMorph ].array[ i * 3 + 2 ];
        
                        if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 2 ] = Math.lerp( d0, d1, lerpAmount );
        
                        tData[ offset + i * 4 + 3 ] = 1;
        
                    }
        
                }
        
            }
        
            textureAnimation = new THREE.DataTexture( tData, tWidth, tHeight, THREE.RGBAFormat, THREE.FloatType );
            textureAnimation.needsUpdate = true;
        
            const vertices = [], color = [], reference = [], seeds = [], indices = [];
            const totalVertices = birdGeo.getAttribute( 'position' ).count * 3 * BIRDS;
            for ( let i = 0; i < totalVertices; i ++ ) {
        
                const bIndex = i % ( birdGeo.getAttribute( 'position' ).count * 3 );
                vertices.push( birdGeo.getAttribute( 'position' ).array[ bIndex ] );
                color.push( birdGeo.getAttribute( 'color' ).array[ bIndex ] );
        
            }
        
            let r = Math.random();
            for ( let i = 0; i < birdGeo.getAttribute( 'position' ).count * BIRDS; i ++ ) {
        
                const bIndex = i % ( birdGeo.getAttribute( 'position' ).count );
                const bird = Math.floor( i / birdGeo.getAttribute( 'position' ).count );
                if ( bIndex == 0 ) r = Math.random();
                const j = ~ ~ bird;
                const x = ( j % WIDTH ) / WIDTH;
                const y = ~ ~ ( j / WIDTH ) / WIDTH;
                reference.push( x, y, bIndex / tWidth, durationAnimation / tHeight );
                seeds.push( bird, r, Math.random(), Math.random() );
        
            }
        
            for ( let i = 0; i < birdGeo.index.array.length * BIRDS; i ++ ) {
        
                const offset = Math.floor( i / birdGeo.index.array.length ) * ( birdGeo.getAttribute( 'position' ).count );
                indices.push( birdGeo.index.array[ i % birdGeo.index.array.length ] + offset );
        
            }
        
            BirdGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
            BirdGeometry.setAttribute( 'birdColor', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
            BirdGeometry.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
            BirdGeometry.setAttribute( 'reference', new THREE.BufferAttribute( new Float32Array( reference ), 4 ) );
            BirdGeometry.setAttribute( 'seeds', new THREE.BufferAttribute( new Float32Array( seeds ), 4 ) );
        
            BirdGeometry.setIndex( indices );
        
            init();
        
        } );
        
        
        
        const BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
        
        let last = performance.now();
        
        let gpuCompute;
        let velocityVariable;
        let positionVariable;
        let positionUniforms;
        let velocityUniforms;
        
        function init() {
        
            scene.background = new THREE.Color( colors[ selectModel ] );
            scene.fog = new THREE.Fog( colors[ selectModel ], 100, 1000 );
        
            // LIGHTS
        
            const hemiLight = new THREE.HemisphereLight( colors[ selectModel ], 0xffffff, 4.5 );
            hemiLight.color.setHSL( 0.6, 1, 0.6, THREE.SRGBColorSpace );
            hemiLight.groundColor.setHSL( 0.095, 1, 0.75, THREE.SRGBColorSpace );
            hemiLight.position.set( 0, 50, 0 );
            scene.add( hemiLight );
        
            const dirLight = new THREE.DirectionalLight( 0x00CED1, 2.0 );
            dirLight.color.setHSL( 0.1, 1, 0.95, THREE.SRGBColorSpace );
            dirLight.position.set( - 1, 1.75, 1 );
            dirLight.position.multiplyScalar( 30 );
            scene.add( dirLight );
        
          
            initComputeRenderer();
        
        
            const gui = new GUI();
        
            const effectController = {
        
                separation: 20.0,
                alignment: 20.0,
                cohesion: 20.0,
                freedom: 0.75,
                size: sizes[ selectModel ],
                count: Math.floor( BIRDS / 4 )
        
            };
        
            const valuesChanger = function () {
        
                velocityUniforms[ 'separationDistance' ].value = effectController.separation;
                velocityUniforms[ 'alignmentDistance' ].value = effectController.alignment;
                velocityUniforms[ 'cohesionDistance' ].value = effectController.cohesion;
                velocityUniforms[ 'freedomFactor' ].value = effectController.freedom;
                if ( materialShader ) materialShader.uniforms[ 'size' ].value = effectController.size;
                BirdGeometry.setDrawRange( 0, indicesPerBird * effectController.count );
        
            };
        
            valuesChanger();
        
            gui.add( effectController, 'separation', 0.0, 100.0, 1.0 ).onChange( valuesChanger );
            gui.add( effectController, 'alignment', 0.0, 100, 0.001 ).onChange( valuesChanger );
            gui.add( effectController, 'cohesion', 0.0, 100, 0.025 ).onChange( valuesChanger );
            gui.add( effectController, 'size', 0, 1, 0.01 ).onChange( valuesChanger );
            gui.add( effectController, 'count', 0, BIRDS, 1 ).onChange( valuesChanger );
            gui.close();
        
            initBirds( effectController );
        
        }
        
        function initComputeRenderer() {
        
            gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
        
            const dtPosition = gpuCompute.createTexture();
            const dtVelocity = gpuCompute.createTexture();
            fillPositionTexture( dtPosition );
            fillVelocityTexture( dtVelocity );
        
            velocityVariable = gpuCompute.addVariable( 'textureVelocity', /* glsl */`
            	uniform float time;
        			uniform float testing;
        			uniform float delta; // about 0.016
        			uniform float separationDistance; // 20
        			uniform float alignmentDistance; // 40
        			uniform float cohesionDistance; //
        			uniform float freedomFactor;
        			uniform vec3 predator;
        
        			const float width = resolution.x;
        			const float height = resolution.y;
        
        			const float PI = 3.141592653589793;
        			const float PI_2 = PI * 2.0;
        			// const float VISION = PI * 0.55;
        
        			float zoneRadius = 40.0;
        			float zoneRadiusSquared = 1600.0;
        
        			float separationThresh = 0.45;
        			float alignmentThresh = 0.65;
        
        			const float UPPER_BOUNDS = BOUNDS;
        			const float LOWER_BOUNDS = -UPPER_BOUNDS;
        
        			const float SPEED_LIMIT = 9.0;
        
        			float rand( vec2 co ){
        				return fract( sin( dot( co.xy, vec2(12.9898,78.233) ) ) * 43758.5453 );
        			}
        
        			void main() {
        
        				zoneRadius = separationDistance + alignmentDistance + cohesionDistance;
        				separationThresh = separationDistance / zoneRadius;
        				alignmentThresh = ( separationDistance + alignmentDistance ) / zoneRadius;
        				zoneRadiusSquared = zoneRadius * zoneRadius;
        
        
        				vec2 uv = gl_FragCoord.xy / resolution.xy;
        				vec3 birdPosition, birdVelocity;
        
        				vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
        				vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;
        
        				float dist;
        				vec3 dir; // direction
        				float distSquared;
        
        				float separationSquared = separationDistance * separationDistance;
        				float cohesionSquared = cohesionDistance * cohesionDistance;
        
        				float f;
        				float percent;
        
        				vec3 velocity = selfVelocity;
        
        				float limit = SPEED_LIMIT;
        
        				dir = predator * UPPER_BOUNDS - selfPosition;
        				dir.z = 0.;
        				// dir.z *= 0.6;
        				dist = length( dir );
        				distSquared = dist * dist;
        
        				float preyRadius = 150.0;
        				float preyRadiusSq = preyRadius * preyRadius;
        
        
        				// move birds away from predator
        				if ( dist < preyRadius ) {
        
        					f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
        					velocity += normalize( dir ) * f;
        					limit += 5.0;
        				}
        
        
        				// if (testing == 0.0) {}
        				// if ( rand( uv + time ) < freedomFactor ) {}
        
        
        				// Attract flocks to the center
        				vec3 central = vec3( 0., 0., 0. );
        				dir = selfPosition - central;
        				dist = length( dir );
        
        				dir.y *= 2.5;
        				velocity -= normalize( dir ) * delta * 5.;
        
        				for ( float y = 0.0; y < height; y++ ) {
        					for ( float x = 0.0; x < width; x++ ) {
        
        						vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
        						birdPosition = texture2D( texturePosition, ref ).xyz;
        
        						dir = birdPosition - selfPosition;
        						dist = length( dir );
        
        						if ( dist < 0.0001 ) continue;
        
        						distSquared = dist * dist;
        
        						if ( distSquared > zoneRadiusSquared ) continue;
        
        						percent = distSquared / zoneRadiusSquared;
        
        						if ( percent < separationThresh ) { // low
        
        							// Separation - Move apart for comfort
        							f = ( separationThresh / percent - 1.0 ) * delta;
        							velocity -= normalize( dir ) * f;
        
        						} else if ( percent < alignmentThresh ) { // high
        
        							// Alignment - fly the same direction
        							float threshDelta = alignmentThresh - separationThresh;
        							float adjustedPercent = ( percent - separationThresh ) / threshDelta;
        
        							birdVelocity = texture2D( textureVelocity, ref ).xyz;
        
        							f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;
        							velocity += normalize( birdVelocity ) * f;
        
        						} else {
        
        							// Attraction / Cohesion - move closer
        							float threshDelta = 1.0 - alignmentThresh;
        							float adjustedPercent;
        							if( threshDelta == 0. ) adjustedPercent = 1.;
        							else adjustedPercent = ( percent - alignmentThresh ) / threshDelta;
        
        							f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
        
        							velocity += normalize( dir ) * f;
        
        						}
        
        					}
        
        				}
        
        				// this make tends to fly around than down or up
        				// if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);
        
        				// Speed Limits
        				if ( length( velocity ) > limit ) {
        					velocity = normalize( velocity ) * limit;
        				}
        
        				gl_FragColor = vec4( velocity, 1.0 );
        
        			}
            `, dtVelocity );
            positionVariable = gpuCompute.addVariable( 'texturePosition', /* glsl */`
            
        			uniform float time;
        			uniform float delta;
        
        			void main()	{
        
        				vec2 uv = gl_FragCoord.xy / resolution.xy;
        				vec4 tmpPos = texture2D( texturePosition, uv );
        				vec3 position = tmpPos.xyz;
        				vec3 velocity = texture2D( textureVelocity, uv ).xyz;
        
        				float phase = tmpPos.w;
        
        				phase = mod( ( phase + delta +
        					length( velocity.xz ) * delta * 3. +
        					max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );
        
        				gl_FragColor = vec4( position + velocity * delta * 15. , phase );
        
        			}
            `, dtPosition );
        
            gpuCompute.setVariableDependencies( velocityVariable, [ positionVariable, velocityVariable ] );
            gpuCompute.setVariableDependencies( positionVariable, [ positionVariable, velocityVariable ] );
        
            positionUniforms = positionVariable.material.uniforms;
            velocityUniforms = velocityVariable.material.uniforms;
        
            positionUniforms[ 'time' ] = { value: 0.0 };
            positionUniforms[ 'delta' ] = { value: 0.0 };
            velocityUniforms[ 'time' ] = { value: 1.0 };
            velocityUniforms[ 'delta' ] = { value: 0.0 };
            velocityUniforms[ 'testing' ] = { value: 1.0 };
            velocityUniforms[ 'separationDistance' ] = { value: 1.0 };
            velocityUniforms[ 'alignmentDistance' ] = { value: 1.0 };
            velocityUniforms[ 'cohesionDistance' ] = { value: 1.0 };
            velocityUniforms[ 'freedomFactor' ] = { value: 1.0 };
            velocityUniforms[ 'predator' ] = { value: new THREE.Vector3() };
            velocityVariable.material.defines.BOUNDS = BOUNDS.toFixed( 2 );
        
            velocityVariable.wrapS = THREE.RepeatWrapping;
            velocityVariable.wrapT = THREE.RepeatWrapping;
            positionVariable.wrapS = THREE.RepeatWrapping;
            positionVariable.wrapT = THREE.RepeatWrapping;
        
            const error = gpuCompute.init();
        
            if ( error !== null ) {
        
                console.error( error );
        
            }
        
            app.signal.onAppUpdate.add(render)
        }
        
        function initBirds( effectController ) {
        
            const geometry = BirdGeometry;
        
            const m = new THREE.MeshStandardMaterial( {
                vertexColors: true,
                flatShading: true,
                roughness: 1,
                metalness: 0
            } );
        
            m.onBeforeCompile = ( shader ) => {
        
                shader.uniforms.texturePosition = { value: null };
                shader.uniforms.textureVelocity = { value: null };
                shader.uniforms.textureAnimation = { value: textureAnimation };
                shader.uniforms.time = { value: 1.0 };
                shader.uniforms.size = { value: effectController.size };
                shader.uniforms.delta = { value: 0.0 };
        
                let token = '#define STANDARD';
        
                let insert = /* glsl */`
                    attribute vec4 reference;
                    attribute vec4 seeds;
                    attribute vec3 birdColor;
                    uniform sampler2D texturePosition;
                    uniform sampler2D textureVelocity;
                    uniform sampler2D textureAnimation;
                    uniform float size;
                    uniform float time;
                `;
        
                shader.vertexShader = shader.vertexShader.replace( token, token + insert );
        
                token = '#include <begin_vertex>';
        
                insert = /* glsl */`
                    vec4 tmpPos = texture2D( texturePosition, reference.xy );
        
                    vec3 pos = tmpPos.xyz;
                    vec3 velocity = normalize(texture2D( textureVelocity, reference.xy ).xyz);
                    vec3 aniPos = texture2D( textureAnimation, vec2( reference.z, mod( time + ( seeds.x ) * ( ( 0.0004 + seeds.y / 10000.0) + normalize( velocity ) / 20000.0 ), reference.w ) ) ).xyz;
                    vec3 newPosition = position;
        
                    newPosition = mat3( modelMatrix ) * ( newPosition + aniPos );
                    newPosition *= size + seeds.y * size * 0.2;
        
                    velocity.z *= -1.;
                    float xz = length( velocity.xz );
                    float xyz = 1.;
                    float x = sqrt( 1. - velocity.y * velocity.y );
        
                    float cosry = velocity.x / xz;
                    float sinry = velocity.z / xz;
        
                    float cosrz = x / xyz;
                    float sinrz = velocity.y / xyz;
        
                    mat3 maty =  mat3( cosry, 0, -sinry, 0    , 1, 0     , sinry, 0, cosry );
                    mat3 matz =  mat3( cosrz , sinrz, 0, -sinrz, cosrz, 0, 0     , 0    , 1 );
        
                    newPosition =  maty * matz * newPosition;
                    newPosition += pos;
        
                    vec3 transformed = vec3( newPosition );
                `;
        
                shader.vertexShader = shader.vertexShader.replace( token, insert );
        
                materialShader = shader;
        
            };
        
            birdMesh = new THREE.Mesh( geometry, m );
            birdMesh.rotation.y = Math.PI / 2;
        
            birdMesh.castShadow = true;
            birdMesh.receiveShadow = true;
        
            scene.add( birdMesh );
        
        }
        
        function fillPositionTexture( texture ) {
        
            const theArray = texture.image.data;
        
            for ( let k = 0, kl = theArray.length; k < kl; k += 4 ) {
        
                const x = Math.random() * BOUNDS - BOUNDS_HALF;
                const y = Math.random() * BOUNDS - BOUNDS_HALF;
                const z = Math.random() * BOUNDS - BOUNDS_HALF;
        
                theArray[ k + 0 ] = x;
                theArray[ k + 1 ] = y;
                theArray[ k + 2 ] = z;
                theArray[ k + 3 ] = 1;
        
            }
        
        }
        
        function fillVelocityTexture( texture ) {
        
            const theArray = texture.image.data;
        
            for ( let k = 0, kl = theArray.length; k < kl; k += 4 ) {
        
                const x = Math.random() - 0.5;
                const y = Math.random() - 0.5;
                const z = Math.random() - 0.5;
        
                theArray[ k + 0 ] = x * 10;
                theArray[ k + 1 ] = y * 10;
                theArray[ k + 2 ] = z * 10;
                theArray[ k + 3 ] = 1;
        
            }
        
        }
        
        
        function render() {
        
            const now = performance.now();
            let delta = ( now - last ) / 1000;
        
            if ( delta > 1 ) delta = 1; // safety cap on large deltas
            last = now;
        
            positionUniforms[ 'time' ].value = now;
            positionUniforms[ 'delta' ].value = delta;
            velocityUniforms[ 'time' ].value = now;
            velocityUniforms[ 'delta' ].value = delta;
            if ( materialShader ) materialShader.uniforms[ 'time' ].value = now / 1000;
            if ( materialShader ) materialShader.uniforms[ 'delta' ].value = delta;
        
            velocityUniforms[ 'predator' ].value.set( 0.5 * app.Input.x() / app.containerSize.width, - 0.5 * app.Input.y() / app.containerSize.height, 0 );
        
        
            gpuCompute.compute();
        
            if ( materialShader ) materialShader.uniforms[ 'texturePosition' ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
            if ( materialShader ) materialShader.uniforms[ 'textureVelocity' ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
        
         
        
        }
        
        
        
        
        
        
        
    }
    catch (e) {
        console.error(e);
    }
};